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Messages - mendonca

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1141
Modding / Re: If you're working on a mod... (updated build)
« on: May 31, 2011, 02:24:44 PM »
Incidentally i found another couple of errors after posting that :)

It works like a charm, by the way - All my errors were as a result of porting the info over incorrectly, having to rename id references etc.

Had I started from scratch, I'm sure the only error I would have made would have been the .csv menu one.

(Also I've updated the mod zipfile to the one that works if anyone wants to try an easy mission against my terribly named 'Junk Pirates')

e: repetition of words

1142
Modding / Re: If you're working on a mod... (updated build)
« on: May 31, 2011, 02:12:55 PM »
Aw shucks.

Thanks Alex. Thought it might be an easy one. Really appreciate it.

1143
Modding / Re: If you're working on a mod... (updated build)
« on: May 31, 2011, 01:42:16 PM »
Hi Alex (and others!),

I am having trouble getting my mod to work with the new preview build, and I can't seem to locate the main error (despite finding quite a few other little ones along the way)

It appears from the log file that an "id" is missing somewhere, but I can't quite tell where from the .log file?

Anybody fancy having a look and trying to figure it out? Log file below for spotting the easy mistakes, and contents of mod in a zip file if anybody has some time to delve deeper.

Appreciate any help or advice.

log file

mod zipfile

1144
General Discussion / Re: Possibility of Donations?
« on: May 31, 2011, 09:52:39 AM »
Fantastic news Alex, with the game you have got even at this stage, I'm sure it will be a great move :)

I know we'll all try and support you as best we can!

1145
Modding / Re: Adding custom ships
« on: May 30, 2011, 12:43:40 PM »


The trilobite ... (and also showing it in the game ... Alex's engine making dodgy ship-art look great since 2011 ...)

This has room for a lot of flux, but doesn't have a shield. Instead it's all protected by heavy armour, but it uses that spare energy for a large engine and a large front facing energy mount, normally mounting a HIL. Thinking the balance would be to give it enough OPs to mount an HIL and some flux capacitors, or possibly go for one of the other better energy guns, at reduced flux capacity.

Only having the one gun and no shield is a severe limitation, but the fact that it's a chunky gun should make it useful as part of a team.

E: Ship graphic tweaked


1146
Modding / Re: Adding in custom ships
« on: May 26, 2011, 07:22:07 AM »
Just as a point of curiosity, I have been using Notepad++ for editing CSV files (as well as the java, json, ship, variant files etc.)

Not especially readable, but avoids any potential formatting muddling or whatever is going on.

Also: I see your new posts and keep expecting to see your new ships in action, before ultimately being disappointed  :)

1147
Bug Reports & Support / Re: Disabled ships fire after death
« on: May 24, 2011, 11:57:57 PM »
I noticed something along similar lines recently which made me slightly confused, but only now you mention this did I think about possibly reporting it.

I was in a ship firing off a burst of missiles (specifically my modded hammer firing three sets of linked annihilators). I got a couple of missiles away, then overloaded due to incoming fire on my front shield.

During the next, say 10 seconds (I think whilst overloaded, or possibly just after - but I definitely remained alive) the three remaining missiles in each salvo were released, at a delay of ~two-three seconds each rather than the normal 'whoosh-whoosh-whoosh' you would expect. If you know what I mean.

May or may not help, but hopefully it doesn't harm by mentioning it   ;)

1148
Modding / Re: Adding in custom ships
« on: May 24, 2011, 10:48:12 PM »
Lovely stuff Avan, looks great and sounds completely bonkers.

1149
Modding / Re: Adding in custom ships
« on: May 22, 2011, 09:29:04 AM »
Thanks Alex,

Yeah I accept part of the battle in all this will be getting the 'Ordnance Points' and 'Fleet Points' right to make fun, balanced fleets. I don't suppose we're subjected to all that at the minute, as theres no check on whether ships are overloaded or really the concept in my mind of what an 'Ordnance Point' is.

Will be fun to find out though, as things develop!

And my two communist buddies have some more little friends to play with:



The spike (a heavily armored fighter, maybe looks a bit too much like the big ship from blasteroids to be a coincidence). Takes Talons to the cleaners. Comes in wings of two.

And the cleat (a lightly armored, fast bomber). Surprisingly sturdy, mainly due to the shield which is obviously being quite effective as they have low armor and hitpoints.

Nothing new, but as I have said before, it's too much fun watching your own ships whizz about!

1150
Modding / Re: Adding in custom ships
« on: May 22, 2011, 03:01:02 AM »
The Hammer is now a little bit less clean cut, her machine guns are now located below her hull (hidden mounts) and she is kitted out with three packs of annihilators.



She has heavymg x2 on the front, these are actually more effective than the annihilators in the field. It's very difficult to hit with the annihilators, even though they spread quite wide in the 5-shot salvo (or fifteen in the hammers case). And then, when they do hit, they don't actually seem to do much damage. My thought is to bump the damage up ever so slightly, and also bump the speed / acceleration.

It just feels less like an Apache satisfactorily unloading its hydras and more like someone scattering some sausages, or something.

I'll test it and report back my feelings.

EDIT:

The annihilators at 300 damage, 400 max speed and 150 starting speed feel a bit more like I think they should, and they can relatively easily disable a frigate (if they can get through the shields). It helps as well if the three packs are on 'alternating'. having three linked annihilators, whilst bags of fun, does not make for good warfare control.

Oh by the way (because I know you are interested) ... two sickles and two hammers can easily mop up on 'Turning the tables' with no help, tactics or whatever. Strikes me that the pulse laser on the sickle is making it 'overpowered'. Might need to think about how I balance that so I can fit this in with the general concept for the ship suite I am bodging together. The general thought has always been some kind of cyber-gypsies, stealing high-tech from wherever and whacking together a space-ship from whatever bits of metal they can get (I know this is a bit outside the Starfarer lore, but that's the beauty of modding, eh?  :)). So they shouldn't be quite so tough as the sickle is. Perhaps she needs less energy flux reserves to draw on.

EDIT:

The sickle variant still had 10 flux capacitors and vents (as a holdover from copying the hyperion). If she loses them she more quickly becomes an overloaded sitting duck, which is nice, and maybe she feels alright now. We'll see when she is in her own mission though, I guess.

1151
Ships too, but they are less of a concern, given both that you usually do not have the same ships on either side of the battle in missions.

Not sure what the answer is (I'll leave it to those brighter than me) but when you start forming your own fleet, the nature of the campaign (at least as I imagine it - limited technology, civilisation in decline) would mean you end up collecting a rag-tag bunch of hulls - making the best you can of what you get (at least as you start to build your fleet).

In this regard, it could be of more value to discriminate between sides on ships, as well as missiles and such, as there may not be the general HI-TECH vs. MIDLINE vs. LO-TECH that exists in the current missions.

1152
Suggestions / Re: Flux and Overload
« on: May 18, 2011, 02:05:11 AM »
Ship behaviour altering whilst venting flux is an idea that I think I might like.

With all those vents open, discharging energy everywhere, you could feasibly say that fragmentation damage would be increased in this situation (heating shards of metal / more ports / vents to bypass the hull).

Obviously all needs balancing in 'the field' but I like the thought in principle, and I hope that it's not one step too far in complexity terms.

I like the thought of a low-tech ship getting pummelled by high-tech lasers, alternating between a shield and a cloud of dispersing flux. He's be very resilient to said lasers, popping in the occasional salvo from his ballistic weaponry, but wide open to anything else the other side has to offer. Could be interesting.

1153
Modding / Re: Adding in custom ships
« on: May 16, 2011, 12:33:18 AM »
Am I to understand that the ship hull files should be use as more of a "class" of ship, and any actual ship to be implemented should be in a "variant"?

Yeah, this is in line with my understanding.

The SHIP is the 'hull'. The physical lump of metal, with the fixed and rotating weapon fixing points. Engine and base shields etc. are defined by .csv file (i.e. Hammerhead). I think this kind of data is seperated in to the .csv file for ease of access for balancing the game, primarily.

The VARIANT is what you do with that hull, i.e. weapon loadout etc. (i.e. Balanced Hammerhead as existing, or you might make one called Elite Hammerhead [perhaps called hammerhead_Elite.variant], and give it some fancy lasers and extra flux capacitors etc.).

The VARIANT is the one that you call in to the game, on the current mission definition process.

EDIT: Forgot to say, let us know how you get on and feel free to post screenshots  :)

1154
Modding / Re: Adding in custom ships
« on: May 16, 2011, 12:23:03 AM »
Cool.

There *is* a log file in the main Starfarer directory (I think it's called starfarer.log)

Whilst not perfect, if you identify the point in that log file where it displays the error, it can make it a lot easier to find. At least down to the file which is giving the error.

If you find this and it's not immediately obvious what you are dealing with, post here and I can try and help? (emphasis on try ...)

1155
Modding / Re: Adding in custom ships
« on: May 15, 2011, 11:54:23 PM »
Hi baxmau,

It may be that you have not created an icon graphic for your ship name (sounds similar to a problem I had).

Go in to graphics/ships/icons/. and make sure there is a file with icon_yourshipname.png located there.

Let me know if that fixes it?

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